Wednesday, November 28, 2018

No Posts this Week

Life and work are conspiring to keep me busy and a bit exhausted, so rather than push myself into a cold, I'm going to rest this week and catch up on sleep.  The next session of Barrowmaze and the third list of OTE decks will need to wait until next week.  Thank you for reading and see you next week.

Tuesday, November 20, 2018

Session Report – Barrowmaze – Session 27

[Spell studies and Divinations, plus a quick excursion to the barrows.]

[Also?  SPOILERS!  This series will spoil what’s in Barrowmaze, so take that into consideration before reading.]

PCs (The Revengers)
Adam – male human Thaumaturge (5th level Mage)
Daphne – female human Blade-Adept (6th level Bladedancer)
Boris the Fighter – male human Exemplar (5th level Fighter)
Hrglclxin [pronounced her-gull-klack sin] – male human Explorer (4th level Explorer)

NPCs
Dergos – male human guide, still sold on the glory of adventuring, hired by Boris
‘Len – professional torchbearer, full name is Morgullen, but he never uses it, hired by Boris
Vorgand – female human porter, a university student earning coin, hired by Daphne
Nolig – male human porter, hired by Hrglclxin
Verya [pronounced Vir-uh] – female human Woman-at-Arms (1st level Fighter) , hired for 1/3 share of any treasure


Yggsday, July 26th, 1st year of the reign of King Vladik the Gamesman
After some discussion, the Revengers decided to stay in town for a week so Adam could add Fireball to his spell book [and repertoire] from the scroll he purchased in Ironguard Motte.  He also donated 4597 gp to a town party for the week, continuing the Revengers’ reputation for throwing huge bashes.  Tripp handled the arrangements and setting things up.  This included sending to Ironguard Motte for more supplies for the party.

Daphne took the time to cast Divination to gain information [and possibly salve any potential guilt feelings] after her evening prayers.  She asked, “Will the mongrelmen leaders be alive if we wait a week?”  The reply she received was, “Signs point towards yes.”  She spent the rest of the day available to provide healing at the party.

Sunday, July 27th, 1st year of the reign of King Vladik the Gamesman
The town party continued.

Daphne cast Divination after her evening prayers.  She asked for advice on magical labs in Helix so she could make a healing potion from her collection of troll blood.  The reply she received was:
“Three labs you may find:
Arcane, Divine, Divine”
This intrigued Daphne.  She suspects the wizard Mazzahs the Magnificent in Helix likely has an arcane lab and the Shrine of St. Ygg has a divine lab, but she has no idea who would have the third lab?

Daphne also cast Continual Light on Verya’s “Lucky Coin”, so Verya will have a light source when the group returns to Barrowmaze.

Moonday, July 28th, 1st year of the reign of King Vladik the Gamesman
The town party continued.  At the end of this day, additional alcohol and party materials arrived from Ironguard Motte.

Daphne cast Divination after her evening prayers.  She asked, “Is there a second or separate way to get to the mongrelmen leaders?”  The reply she received was: “Yes.”  The other Revengers found this to be exciting news as they were not likely to be able to talk their way through the portcullis again.

Hernesday, July 29th, 1st year of the reign of King Vladik the Gamesman
The town party continued.

Daphne cast Divination after her evening prayers.  She asked, “Where can I find the second entrance to get to the mongrelmen leaders?”  The reply she received was: “Through the dragon’s lair.”  This made eyebrows rise as it informed the Revengers that there is a dragon somewhere in Barrowmaze.

Hernesday, July 30th, 1st year of the reign of King Vladik the Gamesman
The town party continued.

Daphne cast Divination after her evening prayers.  She asked, “Where is the dragon’s lair?”  The reply she received was: “It can be reached through the forgotten crypts or a collapsed barrow in the northeast.”  The revengers checked their current map of the barrows and decided that they should investigate further in that direction than they have so far.

Magusday, July 31st 1st year of the reign of King Vladik the Gamesman
The town party continued.  During the party, one of the townsfolk, Osric Yellowrod, attempted something stupid and grandiose due to his intoxication [firewalking through a raging bonfire].  Daphne had to cast Cure Serious Wounds to keep him from expiring.  As a result, she was not able to cast Divination on this day, but the Yellowrod family now owes her a life boon [Osric is one of many farmers in Helix and could not pay for the casting, but Daphne was not willing to standby and watch him die].

Cromsday, August 1st, 1st year of the reign of King Vladik the Gamesman
The town party ran on its final day.  At the end of the day, Adam cast Fireball into the air as a climax to his week of studying and the fireworks show he and Tripp had arranged.  The crowd was impressed by the show.

Daphne cast Divination after her evening prayers.  She asked, “Where can I find the third magical lab?”  The reply she received was: “You have already been there.”  Daphne started wracking her memory, trying to work out where she had seen another magical lab.

Freysday, August 2nd, 1st year of the reign of King Vladik the Gamesman
Early in the morning, the Revengers and their trusty hirelings met up at the Mercenary Guild building [many with hangovers from the week of partying].  They headed south into the moors, which seemed a bit drier.  On their way south, the Revengers came across a troop of giant ants.  The fight got a bit hectic, with Hrglclxin accidentally shooting Verya with his bow, AFTER she took a lot of damage from the ants.  Daphne cast Cure Serious Wounds on Verya to fix her up.  Adam cast Fireball on the giant ants but rolled low on damage.  Verya cleaved 3 of the damaged giant ants with her glaive and Hrglclxin killed the last one with a shot from his bow.  The group continued south after taking some time to make use of Adam’s healing proficiency.

Arriving a little after Noon at the field of barrows, the Revengers explored further east, locating several barrows not on their map.  They eventually settled on opening Barrow 50.  [I made a mistake here, describing Barrow 47 as just a collapsed barrow, as shown on the map.  If I had checked the description, I would have described it properly and the PCs would likely have investigated it immediately.  This was my fault.  I wish the map icon had hinted better at this, but that’s water under the bridge.]

After hammering at the sealing slab with a sledgehammer for 20 minutes, Barrow 50 was opened.  The Revengers went down the short flight of stone steps to a 50x50 foot room with rounded corners and a statue in the center.  There was also a door on the right wall.  The dull stone statue was of a proud male warrior with a broad helm, breastplate, greaves, round shield, and a gleaming steel shortsword.  An inscription with raised letters at the base of the statue read: Be Forthright and Rejoice Under the Sun.

Having faced a fair share of animated statues, the Revengers were cautious when approaching this statue.  The shortsword was solidly affixed in the hand of the statue and they could not break the arm off, even with the sledgehammer.  Stymied for the moment, the Revengers decided to try the door and explore further before returning to the statue.

The door led to a smaller chamber containing a sarcophagus and a wraith!  Armed with a variety of magic weapons, the Revengers made short work of the wraith.  There was nothing of value inside the sarcophagus, but a name etched on the inside of the lid.  This gave Adam an idea and he went back to the statue in the first room.  He pressed on the letters and noted that some of them moved.  He pressed those to spell out the name in the sarcophagus, which released the enchanted shortsword from the statue’s grip.

With some proper loot to sell back in town and low on spells, the Revengers decided to head back to Helix.  On the way back they avoided a foraging troop of giant ants.

End of Session

[I have comments about the divinations, but my players read this blog, so I’ll keep them to myself at the moment.  Just know that Daphne only has a 66% chance of getting true and accurate answers and I rolled the dice in secret.  Also, my on the spot poetry sucks, but I think that shows.  I think I did better with the cryptic answers part of the spell description.]


The Motley Crew
Session 1: The Start

Session 11: TPK

The Revengers
Session 12: Rise of the Revengers

Session 22
Session 23
Session 24
Session 25
Session 26

Session 28


Sunday, November 18, 2018

OTE Decks 2: Big Government, Mad Science!, Atlantean Baboon Cannon


This is the second post about On The Edge CCG decks, specifically, what is in the ones we were using the last several CCG Days I held.  The format is the deck’s name, followed by some explanatory text, and then the cards in the deck.

Note: These are not necessarily the most optimal versions of these decks as I don’t have an unlimited number of cards, just a lot of cards.  You may be able to improve on these by adding rare cards I didn't have or didn't have a lot of.  Early distribution of cards was pretty awful.


Big Government
This deck’s goal is to show the other conspiracies who is in charge on this island with a solid mix of Government agents, bureaucrats, and hired assassins.  It really needs Monique D’Aubaine, but I didn’t have a spare one to put in it (I keep a separate collection from my playing cards).  Again, the original boosters had terrible distribution.

Name
Card Number
Number of them
Bad Luck
31
1
Julio Beitleiro
34
1
Blackmail
39
1
Breakage
46
1
Akorra Encombi
85
1
Friends in Arms Barrio
93
5
Friends in Broken Wings Barrio
94
3
Gang A-Gley
102
1
Good Luck
105
2
Fabrissa Melors
150
1
Dr. FΓΌrchtegott Nusbaum
170
1
Simon Xin
220
1
Guglielmo Vigneto
261
1
Wiretap
268
1
Melinda Amduat
A12
1
Peach Angelic
A14
1
CPC Headquarters
A38
1
Kiyoteru Wakai
A78
1
Eugene Krebbs
A79
1
Djibril Maougal
A89
1
Anima Nee-Owoo
A99
1
Excel Quitlong
C68
1
Isil Ziya
C90
1
Rixa Bekker
D15
1
Contacts in the CPC
D20
1
Betty Frenum
D36
1
Julie Grouse
D41
1
Thunder Gruen
D42
1
Heating Up
D50
1
Jerry Heckle
D51
1
Alonzo Rubio
D79
1
Norton Rumple
D80
1

Mad Science!
This deck uses the Gladsteins backed by the Dog Faces, because where would Mad Science be without experimental monkeys?  Use gear and conditions to boost both your hitters and pullers to be near unbeatable.  There is plenty of Weird Radiation to go around.  This deck also is one of the few to use NO expansion set cards.

Name
Card Number
Number of them
Jagannath Adhi
11
1
Sunshine Allarha
14
1
Fahd Amaq
17
1
Blackmail
39
1
Rodger Chalk
53
1
Chikutorpl
55
1
Akorra Encombi
85
1
Friends in Broken Wings Barrio
94
4
Friends in Four Points
96
1
Umar Halleen
110
1
Hypno-Disc
122
1
Loyalty Conditioning
144
1
Mind Control Messages
152
1
Mole
153
1
Akio Morimoto
157
1
Marla Ocean
171
2
Oppenheimer Contacts
172
5
Martin Oumage
173
1
Patrol Baboon
174
2
Cherri Robinson
200
1
J.S. Rocket
201
1
Randy Rogers
203
1
Veronica Sellers
215
1
Sneak
226
1
Sub-Sonics
237
1
Super-Vitamin Diet
239
2
Total Taxi
246
1
Andrea Vernon
260
1
Weird Radiation
264
4


Atlantean Baboon Cannon
This deck takes a little explanation and some luck to get it set up, but once it is running, it is pretty terrifying.  The key is Andrew Banks (D14).  Get him in your back rank and put a Patrol Baboon in front of him (into the cannon as it were).  Crank Andrew Banks to make the Patrol Baboon a 10 AP hitter with Bulldoze.  It will pop after combat, so drop another Patrol Baboon in front of Andrew Banks to block or be in position for next turn (reloading the cannon).

To make this even more frightening, in the file next to Andrew Banks, place one of the baboon handlers with two more Patrol Baboons in front of the handler and adjacent to the one in front of Andrew Banks.  When Andrew Banks is cranked to enhance the baboon in front of him, have that baboon attack the baboon in the adjacent file [yes, attack your own conspiracy - the rules allow it] and then play Cheap Baboon Trick.  The two baboons Gang-Up, providing a 15 AP Bulldoze attack that nothing can stand against, including Pharaohs!  The enhanced baboon pops after combat, the adjacent baboon isn’t, and you probably have yet another baboon in your hand to drop in front of Andrew Banks, reloading the cannon for next turn.  Boom.

Eventually you bring Molly or Chikutorpl into play and gain enough Influence to win.  The Atlantean cards let you enhance the cannon or interfere with the other player’s attempt to disrupt the cannon on their turn.

Name
Card Number
Number of them
Sunshine Allarha
14
1
Chikutorpl
55
1
Friends in Broken Wings Barrio
94
3
Friends in Four Points
96
4
Fury
101
2
Good Luck
105
1
Joey Ko
134
1
Molly, Queen Mother of Baboons
154
2
Patrol Baboon
174
6
Psychic Sensitivity
183
3
Sneak
226
1
Wheeler Stein
232
1
Weegzon
263
1
Atlanteans’ Secret
A1
1
Blind Spot
A27
1
Harmattan
A67
1
Triple Henderson
A71
1
Bulk Hertzog
A72
1
Athena Iakatos
A73
1
Iron Skin
A74
1
Eugene Krebbs
A79
1
Kunimatsu Kozo
A80
1
Cheb mehenni
A94
1
Leila Noureddin
A106
1
Islam Petri
A113
1
Eileen Pitchford
A114
1
Sephira
A127
1
Spackle
A136
1
Telekinetic Punch
A141
1
Steno Topic
A144
1
Ellen Wu
A149
1
Cheap Baboon Trick
C17
2
Andrew Banks
D14
1
Heating Up
D50
1
Aniela Stansky
D89
2


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